Monkey Quest by paulloz
Bubbles' friends have been captured by sneaky Lizardmen!
Delve into their caves to save them!
Play as a cute monkey with a pickaxe, mine blocks to find gems and buy bananas, and free your monkey friends from reptilian servitude!
Keyboard controls:
Arrows to move
Space to mine a block
C to use a secondary item
X to swap between secondary items
You can also play on a gamepad!
Bananas heal you, Shovels let you dig holes to block your enemies, Extra Hearts increase your maximum health, and you can even buy a stronger Pickaxe to mine faster!
Are you primate enough to save your friends?
Credits * HyperspaceJelly - Music/Sound design * Kokonaught - Art * pauljoannon - Programming
This game was made in Godot Engine.
:speaknoevil: | :hearnoevil: | :seenoevil:
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https://www.youtube.com/watch?v=gdUNsToxEdI
Ratings
| Overall | 107th | 4.139⭐ | 142🧑⚖️ |
| Fun | 122th | 4.029⭐ | 142🧑⚖️ |
| Innovation | 834th | 3.281⭐ | 141🧑⚖️ |
| Theme | 611th | 3.864⭐ | 142🧑⚖️ |
| Graphics | 60th | 4.571⭐ | 142🧑⚖️ |
| Audio | 53th | 4.309⭐ | 141🧑⚖️ |
| Humor | 324th | 3.527⭐ | 132🧑⚖️ |
| Mood | 259th | 4.054⭐ | 141🧑⚖️ |
| Given | 68🗳️ | 150🗨️ |
The graphics and sounds are amazing. The only complaint I have is I tried to attack the enemies on instinct, probably would be a good idea to convey that to the player, but other than that this game was GREAT.
Bref du super boulot :)
My thoughts during the game: "Ha, I will climbing the ladder, what are you goin to do now stupid lizardman... oh no, they can climb too" XD
We're thinking of changing the shovel in a potential post jam version : lizardmen could fall into the holes and then the hole would disappear, effectively letting you "kill" enemies.
Great work!
Game soft-locked on me upon entering a shop on 1 of myy playthroughs. I think I was still holding up and the action button maybe?
Great graphics, the concept is simple yet very solid. I love the overall presentation of the game, and it plays very nicely. Super polished and very, very well made.
I saved all of Bubble's friends! :D
Congrats!
Great job and would love to see this fleshed out into a more zelda/frog bell game, but even as a more rogue-likely randomly generated experience it'd be bound to be a hit!
A couple things: the lizardmen sound effect sounds kind of out of place, at first I wasn't sure where it was coming from. From the beginning I got super strong Link to the Past vibes, all the way down to the mining animation. Because of this I assumed I could attack enemies, and thought it was buggy that I couldn't. But once I understood that I really enjoyed the game loop. Can't wait to see where you go with this game in the future! A+
I wish I could attack the lizard guys, using the shovels as defense seems like a neat mechanic, but it can break and leaves me defenseless. I couldn't find the exit on LV2 and gave up after a few tries of lizard guys and lava pools randomly spawning to kill me.
Overall good job everyone!
The only problem I see, that after you learn how to run away from lizards you don't need shovels anymore.
The art is beautiful, the audio is just fine and the gameplay is fun. Good job.
Solid entry!
It's also bit reassuring to know you're not only one with same html build problems (crackling audio). :monkey:
Guess my PC is just cursed :shrug:
Ahah, how fast are you running? Gotta go fast I guess :D
https://www.twitch.tv/videos/1004858368
There are possible softlocks though (you can block yourself with the shovel (but we intend to tweak how the shovel works) or potentially you could be extremely unlucky and spawn several connected lava blocks (you can use your I-frames from being hit to cross through but yeah that's at least one HP lost).
Again thanks a lot for playing, streaming and liking the game! It was super fun watching you play!
I even managed to save all the monkeys even if I'm not a fan of the genre - *meaning i'm bad at this* -. I was just on board with Bubbles, running from ennemies is totally what I would do.
Great job!
Thank you for playing the game too, I'm really happy you enjoyed it. :)
One problem though, my monke has found the glitch of eternal life and is now on the loose.

:smile:
I think I got hit (or died) during the shop transition and became the immortal monke (nothing did damage to me).
Jokes aside, congrats on the game, its pretty good.
The visuals are very good although it is sometimes hard to make the difference between what is a "minable" wall and what is the edge of the level, but that’s a minor complaint.
The soundtrack is awesome, loved it and the sound design with all the monkey noises, very sweet addition. I’m not sure if it was intended but there’s quite a bit of "crackling" in the music which I’m not really a fan of.
I had some minor sprite overlap at some point :

And one time I could not buy a heart upgrade and did not know the reason why (I had enough money) :

The one thing I was not a fan of was the spawning of monsters when you mine.
I get the reason, it’s to make you take a decision, should I mine to get money or should I avoid it to not die.
But the thing is, you can always have enough money to buy the upgrades by mining the bare minimum of blocks so it’s not the best implementation in my opinion.
Overall though, I had a very fun time, the game is quite long for a jam so congrats, you made a very cool game, keep it up !
> I think I got hit (or died) during the shop transition and became the immortal monke (nothing did damage to me).
That's interesting, I'll look into it. There's probably an issue with the FSM not resetting properly when switching between levels.
@maksime I'm happy you liked our game.
> And one time I could not buy a heart upgrade and did not know the reason why
Maybe you already had the maximum number of hearts (6)?
> you can always have enough money to buy the upgrades by mining the bare minimum of blocks
Yeah, I think we need to tweak item prices a bit more.
Also, the crackling sound is apparently an issue that can sometimes happen with WebGL :sob:
Кстати, игра почему-то напомнила Zelda. Спасибо ^_^
Just one thing : the random monster/lava/satanic thingy that appears when you mine is very frustrating. I can understand the reasoning behind that : you want to create a "risk/reward" (I either get money or get rekt), but in this case, don't make some wall mandatory to destroy in order to advance. That should be a choice, not a constraint ^^'. I would definitively have prefered fixed spawns for enemies, and walls are only here to limit your options (or create some).
Also, not having a "real" counterplay to enemies was interesting, but I felt really helpless, and spent a lot of time baiting/backtracking. I would have prefered a way to definitively "kill" an enemy (like digging under its feet, and he falls down).
But these are just details, the game is REALLY good, I loved it anyway =) ! Good job !
I had a minor immortality glitch (haha) similar I suppose to what was mentioned above? Generally though, this is brilliant and wonderfully polished. I'd just want more and more of it. It could easily be coopted into a large adventure.
The core loop is solid, the visuals are gorgeous, wonderful work!
But it wasn't happy ending for me,

died before the last monkey.
It would be great if there was a checkpoint.
I also could see out of the map.  There could be tiles as well.
Since it was under a cave, it was pretty cool idea not to see the entire map. Instead, being dark and having a limited eyesight had added a lot to the game and made exploration even more fun! Great work!
- It's annoying that I buy items by walking on them. Wish I had to press a button to actually purchase and spend my money.
- There should be a checkpoint at the start of each level so I don't have to restart the whole game when I die. That's just frustrating and doesn't bring anything positive to the game.
- Game is generally too difficult for new players. Remember that while you've had 72 hours to practice, we just get 5-10 minutes.
- This might be controversial, but I don't think you need any enemies at the first level. It's a good intro to let the player peacefully mine stuff for half a minute before fighting enemies.
Unfortunately, I couldn't figure out how to fight back against the enemies as I unearthed them - It seemed like my pickaxe didn't do anything to them, so I ended up just trying to lure them into different parts of the map than I wanted to explore, which was a little bit tedious. It felt like there was something that I was missing.
I agree with other commenters that starting from scratch on death felt like a really harsh penalty - I wanted to keep playing and exploring new content, but restarting every time I died meant that I only ended up playing the first two areas again and again, instead of experiencing the rest of the game in full :(
That said, the moment-to-moment gameplay still felt really satisfying because of all the polish put into the game - Great job! :)
I became intengible at some point, I'm not complaining since the last level looked quite hard for mortals.
The Zelda inspiration was awesome. Loved the shop between each level.
I did think the hitbox on the monkey was a little too big. I died to lava a couple times that I thought I was clear of.
Good work!
The game was really challenging and fun to play. good job.
- awesome animation, artwork and soundtrack
- aesthetic was super cute
- fun item system very zelda esque
- challenging to escape the lizards
- gameplay felt polished and begging for a more in depth / expanded rendition
It got a bit too difficult for me, but overall the idea fit perfectly with the theme.
The graphics were excellent and the audio was on point.
The only thing that bothered me was the collision with lava but nothing that can't be fixed if this was a full game.
Good job overall!
EDIT: And yes - the very simple checkpoint system would be a great option.
But this is a really nice jam game to hang out in. Especially while psyching yourself up to go sprint past the stabby lizards you unearthed.
Controls work nice and feel good. Had zero reasons to complain.
I loved that Bubbles cannot fight and has to use his wits and the trusty shovel. Trapping the enemies was not so easy, especially those sneaky ones that jumped at you from under the rocks. But it was satisfying to pull off.
I was quite surprised the first time I bought an item by simply walking onto it. I thought I've been robbed :laughing:
My only minor complaint was that when I was walking between the two lava tiles on the last level, it seemed to me like the upper one was hitting me when it really shouldn't.
Anyway, awesome game!


Congratulations to the whole team.
P.S. I was curious to know if there is something hidden here.

The game plays very well, but is perhaps a bit slow in the beginning. But it's a really solid base and could easily be expanded from this.
The artwork was delightful, and I enjoyed the music too! The shop was a really cool idea, and I love the sound effects for everything. How did you make such a nice chime sound for the pickaxe swinging and the crystals? It's fantastic! Great work.